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RS3

From RuneScape Fan Fiction Wiki

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This Free-edit article, RS3, is open to contributions without need for prior consent.

This article, RS3, was created by Abcxyzzzz.

This article, RS3, was for the most part written by Abcxyzzzz.

RS3 was created when a glitch caused RS2 to lose all it's memory. RS3 costed twice as much as RS2, and it led to many players quitting. Despite this, RS3 was considerably better than RS2 anyway, covering many of the issues that the original game hadn't (PKing, etc.).

Various revisions.

The Tabula Rasa concept: assume that there aren't any skills unless introduced. So the skills and abilities listed on this page are to date the only ones in the RS3 alternate reality, and the RS2 skills and abilities don't come into play. In other words, these replace RS2 skills, not add onto them.

Contents

[edit] Prayer

There are three independent prayer meters, one for each of the main gods of Runescape. In the table below, those abilities that require prayer points from a particular god will have their prayer-drain-per-second listed underneath that god's name. Those that cannot be activated by a particular god will have "N/P" listed. Certain prayers will be more prayer-point-efficient being used through certain gods than through others.

Leveling up prayer will be 6x faster.

[edit] Blessed Armor

Certain armor items called blessed items (they have the blessed prefix) grant the ability to use particular prayers.

For prayer skills level 79 and below, players must have a prayer level at least 20 prayer levels above the normal prayer level requirement for the ability, and the item auto-casts the prayer for the player without draining prayer points (excepting Favor abilities). Ie: blessed rune platebody of far sight can only be activated (use is still defense 40) by players with prayer 33 or above.

For prayer skills level 81 and above, the relevant blessed item gives players the ability to use the abilities as long as the player has a prayer level no more than 10 levels below that of the ability. Ie: blessed rune platebody of avatar provides the skill to players with prayer 84 or above, whereas the normal avatar ability requires prayer 94 or above.

[edit] The new Prayer abilities

___Ability___ Level Saradomin Guthix Zamorak _______________Description_______________
Divine Vitality 1 0.05 /sec 0.20 /sec N/P Allows hp regeneration to 110% of max hp.
Burden Lifted 3 0.07 /sec N/P 0.05 /sec Reduces weight carried by 50% (preserves stamina by about 30%.)
Efficacy 5 N/P 0.15 /sec N/P 25% food that would be burnt through cooking becomes raw.
Favor of Zamorak 7 1 /sec 1 /sec N/P Converts Saradomin or Guthix prayer points to Zamorak ones with 75% efficiency.
Rapidity 9 0.08 /sec N/P N/P Increases the rate of prayer point drain and amplifies effects of simultaneous prayers by 25%.
Charity 11 N/P 0.18 /sec N/P Reduces vendor costs for both buying and selling by 25%.
Far Sight 13 0.17 /sec 0.09 /sec N/P Expands minimap radius by 33%.
Protect Stack 15 0.04 /sec N/P 0.07 /sec Protects a stack of items if you die.
Accessibility 17 0.25 /sec 0.21 /sec N/P You can use chosen skill for an ability requiring 1 level higher than you have.
Concentration 19 0.14 /sec 0.15 /sec N/P Reduces negative buffs from drinks and curses 50%.
Tele Stasis 21 0.16 /sec N/P N/P Prevents you from being teleported by enemies.
Appearance Cloak 23 N/P 0.10 /sec 0.05 /sec You appear whatever combat level you wish within 10 levels of your level.
Sanctuary 25 0.08 /sec 0.19 /sec N/P Apparent wilderness level to you and enemies reduced by 10.
Recharge Stamina 27 0.11 /sec N/P 0.06 /sec Refills stamina meter by 2 / sec.
Favor of Guthix 29 1 /sec N/P 1 /sec Converts Saradomin or Zamorak prayer points to Guthix ones with 75% efficiency.
Divine Extension 31 N/P N/P 0.16 /sec Melee: attack range increases from 1 to 2.
Melodies 33 0.03 /sec 0.03 /sec 0.03 /sec Unlocks the Melodies music set.
Shining Light 35 0.09 /sec 0.11 /sec N/P Shines a beacon at your location to alert allies to your situation.
Savouriness 37 N/P 0.27 /sec N/P Food eaten restores 25% more life.
Exceptionality 39 0.05 /sec 0.06 /sec 0.05 /sec Prevents random events from happening to you.
Prosperity 41 N/P 0.22 /sec N/P Increases vendor costs for both buying and selling by 33%.
Charge Battlestaff 43 0.03 /sec 0.02 /sec 0.03 /sec Charges one battlestaff at a time by 1 point per second.
Protect Item 45 0.10 /sec N/P N/P Protects one nonstacking item when you die.
Infinity 49 0.09 /sec 0.07 /sec 0.11 /sec Increases inventory by four slots; extra items drop when inactivated.
Liberations 51 0.26 /sec 0.30 /sec N/P Allied players (but not you) are invulnerable to snare spells.
Tough Skin 53 0.08 /sec N/P 0.11 /sec Increases defense by 25%.
Favor of Saradomin 55 N/P 1 /sec 1 /sec Converts Guthix or Zamorak prayer points to Saradomin ones with 75% efficiency.
Conveyance of Favor 57 N/P 0.07 /sec N/P Selected prayer you have activated also affects target player.
Defiance 59 N/P N/P 0.10 /sec Prevents any enemy-prayer-related negative buffs to you.
Blessed Words 61 0.3 /sec N/P N/P Chat entered by player scintillates like in RS classic.
Aural Blessings 63 N/P 0.19 /sec N/P Selected prayer you have activated also affects nearby allied players. Benefits do not stack.
Second Life 65 0.15 /sec 0.15 /sec 0.15 /sec Choose a place you've visited before to be ressurection point when you die; makes suicide useful.
Burst of Strength 67 0.11 /sec N/P 0.08 /sec Increases strength by 20%.
Benedictions 69 0.17 /sec 0.29 /sec N/P Temporarily raises all stats by 10 points, up to 2 higher than their level max.
Excommunication 71 N/P 0.2 /sec 0.13 /sec Target cannot attack you nor be attacked by you.
Pomp and Circumstance 73 0.40 /sec N/P N/P Circle of light around your feet that holds stats at 80% their normal levels. Luxury skill.
Magic Arrows 75 N/P 0.09 /sec N/P Reduces arrow, bolt. etc. use by 12%.
Hawk Eye 77 0.15 /sec N/P 0.15 /sec Increases ranged by 18%.
Redemption 79 0.39 /sec N/P N/P Each enemy killed with this activated grants you 1 skill point restored, 5 life points restored, and 5 stamina points restored.
Cleansing 81 0.41 /sec N/P 0.46 /sec Removes effects of poison and disease, and makes you immune to them.
Mystic Might 83 0.23 /sec N/P 0.19 /sec Increases magic by 22%.
Transmutate Self 85 N/P 0.50 /sec N/P Turns into target critter. Can fight but without the weapon and armor in this form. Luxury skill.
Bestowal of Faith 87 1 /sec 1 /sec 1 /sec Transfers prayer to target at 100% efficiency.
Clarity of Thought 89 0.24 /sec N/P 0.28 /sec Increases attack by 28%.
Eternity 91 0.33 /sec N/P N/P Stay alive (and fight or heal) even after life points have run out. Life points will still regenerate. Eternity must be activated at all times or else you die.
Vigor 92 0.35 /sec 0.35 /sec 0.35 /sec Increases run rate by 25% to give an edge in a chase.
Special Immunities 93 0.10 /sec N/P N/P Protects from special attacks/moves. Blocked moves have a 25% chance of being reflected back to caster/attacker.
Avatar 94 0.22 /sec N/P 0.22 /sec Reduces enemy's prayer by 33% of the damage you inflict on that target.
At One Ment 95 0.06 /sec 0.06 /sec 0.06 /sec Reduces the particular god's prayer point drainage by 33%. For one minute after inactivation, increases the particular god's prayer point drainage by 50%.
Divine Hand 96 N/P N/P 0.37 /sec Increases attack, strength, magic, and ranged by 35%. Does not stack with Mystic Might, Clarity of Thought, Hawk Eye, and Burst of Strength.
Rejuvenation 97 0.30 /sec 0.38 /sec 0.34 /sec Removes all curses, snares, poisons, and diseases and provides immunity to them. Synergizes (works with) Aural Blessings with 75% effectiveness.
Retribution 98 0.39 /sec N/P 0.39 /sec Enemies that hit you take 33% of the damage inflicted upon you, not calculating buffs, armor, and prayers. Does not activate enemy's Retribution prayer.
The Guardian 99 0.50 /sec 0.50 /sec 0.50 /sec Grants immunity against melee (if using Saradomin), missile (if using Guthix), or magic (if using Zamorak). Can only use one of these three at a time.

[edit] New Magic abilities v. 2

The new magic system no longer requires having some of the staves in v. 1. It also establishes multiple disciplines, which, like Strength and Ranged, must be developed separately and don't benefit from each other. Players often choose one discipline to go into rather than several of them.

[edit] Types of spells

There are 4 types of spells:

  1. Sorcery - These spells often resolve instantly and are permanent only in the sense that, unless changed, their effects are there; they don't continually do something.
  2. Enchantment - These spells have an effect (buff, curse) on a target of some sort. They continually do something.
  3. Aura - These spells are only activated when something else is done, at which point they evaporate. Until then, however, they reside ('stay in play') much like an enchantment but remain passive.
  4. Summon - These spells summon creatures named after the spell. Creatures remain until they are either destroyed (zero or negative hp) or deceased (duration left less than 0).

[edit] Casting rules

Spellcasters fill their inventory slots with quite a few rune pouches, each storing 25 (small), 50 (medium), or 100 (large) identical runes. While a player is in combat, 1 random pouch is activated. When in combat, each 12 seconds activates another random pouch until there are no more. When out of combat, each 12 seconds deactivates a random pouch; leaving combat also deactivates a random pouch. Only one rune from each pouch (ie. a stack) can be used per spell every 4 seconds. So, every 4 seconds, you can use up to one rune from each pouch for all the spells you wish to cast in that 4-second period. Naturally, battles that last longer empower the spellcaster to use more powerful spells / cast more spells in the same period of time. Once a stack has been used (which reduces that pouch's quantity by 1) it cannot be used again until the next 4-second cycle.

Players will want to have a few pouches with different runes so that they can use spells that require differing runes; they will want to have multiple pouches with the same runes so that they can use spells requiring more of the same rune per spell, or to multicast; they will want to have large pouch quantities so that they don't run out of runes (an activated empty pouch is worthless).

Any one rune cannot be counted twice. All elemental runes (runes except essence rune) pay toward a spell's cost in runes of that element. Essence runes are element-less and can be used for spells that consume unspecific runes (and unspecific runes only). However, it cannot be used when a particular elemental rune is needed.

A magic staff allows one elemental rune per spell to be treated as essence rune (ie. allows it to count toward a spell's essence rune requirement, but not a different element's requirements). A magic battlestaff grants the same powers as the magic staff but poses no limits on this conversion.

An air staff allows one essence rune per spell to be treated as both essence rune and air rune, ie. allows an essence rune to count one point toward a spell's air rune requirement; the same goes for the other three elements.

An elemental battlestaff combines the properties of a magic battlestaff with that of its respective elemental staff (but with limits on this second conversion).

For example, let's consider casting Buffet, whose rune cost is Image:Air Rune.PNGImage:Blank1.png. Normally, you can pay for this spell with an air elemental rune (whose symbol is Image:Air Rune.PNG) for the first requirement and an essence rune (Image:Blank1.png). This will require having two pouches - one of air runes and one of essence runes - and depletes the two runes you used in the casting. You cannot, however, pay for the spell with Image:Air Rune.PNGImage:Air Rune.PNG, Image:Blank1.pngImage:Blank1.png, or any other combination. With a magic staff, you can pay for the essence rune requirement with any other rune, so Image:Air Rune.PNGImage:Air Rune.PNG and Image:Air Rune.PNGImage:Water Rune.PNG, among others, become valid options as well as your original option. With an air elemental staff, Image:Blank1.pngImage:Blank1.png (combined into Image:Blank2.png) also becomes a valid option. (In most situations the air elemental staff makes casting more flexible than this makes it appear, so as long as you stick with a particular discipline, using an elemental staff is superior.)

[edit] The Runes

Rune Icon Street Value Description
Essence Image:Ess.PNG 20-30 Obtained directly from an Essence mine. If not imbued by a temple's energies, essence runes are element-less and can be used for spells that consume unspecific runes. However, it cannot be used when a particular elemental rune is needed.
Air Image:Air Rune.PNG 40-50 Obtained from bringing Essence to an Air Temple.
Water Image:Water Rune.PNG 40-50 Obtained from bringing Essence to a Water Temple.
Earth Image:Earth Rune.PNG 40-50 Obtained from bringing Essence to an Earth Temple.
Fire Image:Fire Rune.PNG 40-50 Obtained from bringing Essence to a Fire Temple.
Nature Image:Nature Rune.PNG 120-150 Obtained from bringing Essence to a Nature Temple. This has a converted rune cost of 2.
Death Image:Death Rune.PNG 120-150 Obtained from bringing Essence to a Death Temple. This has a converted rune cost of 2.
Law Image:Law Rune.PNG 300-350 Obtained from bringing Essence to a Law Temple. This has a converted rune cost of 3.
Chaos Image:Chaos Rune.PNG 300-350 Obtained from bringing Essence to a Chaos Temple. This has a converted rune cost of 3.
Air or essence Image:Air blank.png N/A This is a spell cost symbol, not a rune.
This can be paid for with either an air rune or an essence rune.
Half air Image:Air half.png N/A This is a spell cost symbol, not a rune.
This can be paid for with an air rune, but that air rune can be simultaneously used in another spell that also has this symbol to save expenditure of 1 air rune. This has a converted rune cost of 1.
Half essence Image:Blank half.png N/A This is a spell cost symbol, not a rune.
This can be paid for with an essence rune, but that essence rune can be simultaneously used in another spell that also has this symbol to save expenditure of 1 essence rune. This has a converted rune cost of 1.

[edit] Air Magic

Spell Level Runes/Type Description
Zephyr 1 -- (Free)
Sorcery
Does absolutely nothing.
Knockback 2 -- (Free)
Sorcery
Target an opponent:
Knockback 4 (Knocks enemies backward up to 4 tiles.)
Cooldown 9 (This spell can't be used again for 9 seconds.)
Blow 3 -- (Free)
Sorcery
Target a fire:
Speeds up the rate at which target fire consume material by 50% until it burns out.
Whisper Wind 4 Image:Air half.png
Sorcery
Target a player:
Allows the next line of public chat to be directed at all present except for target player.
Chromatic Voice 5 Image:Blank half.png
Aura
Your next line of public chat becomes any static color of your choice.
Gust 6 Image:Air half.png
Sorcery
Target in a ray away from self:
All enemies along path of ray receive "Knockback 2 (Knocks targets backward up to 2 tiles.)".
Shaft of Light 7 Image:Blank1.png
Enchantment
In darkened areas, illuminates tiles within 5 yards of you for 20 seconds.
Crystal Compass 8 Image:Air half.pngImage:Blank half.png
Enchantment
Target a friend:
Gives real-time compass directions toward target friend for the next 60 seconds.
Water Propeller 9 Image:Air Rune.PNG
Sorcery
Target a water enemy:
Reduces target's current life, prayer, and stamina by 15%.
Scream 10 Image:Air half.pngImage:Blank1.png
Aura
Your next line of public chat has 250% the reach of a normal line of chat.
Back to Beginning 11 Image:Blank1.png
Sorcery
If not interrupted for 12 seconds, brings you back to Lumbridge without additional penalties.
Asking for Grace 12 Image:Air blank.png
Sorcery
Fills up to 3 prayer points if your last use of prayer was via Saradomin.
Fleet Feet 13 Image:Air half.pngImage:Blank1.png
Enchantment
Increases your run/walk speed by 15% for the next 15 seconds, but if running, consumes 25% more stamina during that time.
Silence 14 Image:Air Rune.PNGImage:Air Rune.PNG
Enchantment
Target a player:
Mutes target player from you and anyone who has befriended you, for the next 60 seconds.
Buffet 15 Image:Air Rune.PNGImage:Blank1.png
Sorcery
Target an opponent: Normal max damage 0-6
Wind (Double damage versus small targets.)
Knockback 3 (Knocks targets backward up to 3 tiles.)
Vulnerability 16 Image:Air Rune.PNGImage:Air blank.png
Enchantment
Target an organic enemy:
Target enemy's defense is reduced by 15% for 30 seconds.
Inflections 17 Image:Air Rune.PNGImage:Air half.pngImage:Blank half.png
Aura
Your next line of public chat becomes any flashing color combinations of your choice.
Reject 18 Image:Air Rune.PNGImage:Blank half.png
Sorcery
Target an item or animated item:
Knockback 6 (Knocks targets backward up to 2 tiles.)
Tongue Tied 19 Image:Air blank.pngImage:Blank1.png
Aura
Target an enemy spellcaster:
Target's next spell has 40% chance of failure.
Cloud Whip 20 Image:Air Rune.PNGImage:Blank1.png
Sorcery
Target an opponent:
Normal max damage 0-7 to target and anyone in tile behind that of target
Ethereal (Ethereal attacks can't be blocked except by walls.)
Freedom 21 Image:Air Rune.PNGImage:Air Rune.PNGImage:Blank half.png
Sorcery
Dispels any one movement-hampering effect present on you, taking out the one with the highest total rune cost.
Telekinetic Grab 22 Image:Law Rune.PNGImage:Air Rune.PNGImage:Blank1.png
Sorcery
Target an item:
If possible, instantaneously places target item into your inventory.
Crystal Map 23 Image:Air blank.pngImage:Blank half.png
Sorcery
Target a friend:
Shows you a map holding target friend's position at the moment you cast Crystal Map, and does not update. After you begin moving the map is gone.
Varrock Teleport 24 Image:Law Rune.PNGImage:Air half.pngImage:Blank2.png
Sorcery
Teleports you to Varrock.
Animated Bow
Artifact
25 Image:Air Rune.PNGImage:Air Rune.PNGImage:Blank3.png
Summon
Target a bow in your inventory:
If you have at least 1 arrow, target bow leaves your inventory and joins you in combat as an ally called Animated Bow for the next 24 seconds, then dissipates.
Fires at the same rate as the bow; damage equal to bow's damage bonus.
Damage counts as ranged, and uses your arrows, of which 50% can be recollected.
Amnesia 26 Image:Chaos Rune.PNGImage:Air blank.pngImage:Blank1.png
Enchantment
Target an enemy:
At random, deactivates one rune pouch belonging to target for 30 seconds.
Teleport Other 27 Image:Air blank.pngImage:Blank1.png
Aura
Target a player:
Next teleport spell you cast in the next 30 seconds takes target player with you as well.
Pixie Dust 28 Image:Earth Rune.PNGImage:Air blank.png
Enchantment
Target a tile:
All units on target tile are healed 1 hp per 2 seconds for 10 seconds.
Cooldown 30 (This spell can't be used again for 30 seconds.)
Falador Teleport 29 Image:Law Rune.PNGImage:Air half.pngImage:Blank2.png
Sorcery
Teleports you to Falador.
Dispel Element 30 Image:Air Rune.PNGImage:Air blank.pngImage:Blank1.png
Sorcery
Target an elemental:
Target loses 20% life or 10 life, whichever is less.
Converse 31 Image:Air Rune.PNGImage:Air blank.pngImage:Blank1.png
Aura
Target an NPC:
Adds NPC to Converse's list.
Target an NPC in Converse's list:
Communicate once with NPC.
At end of conversation, you may choose to pay Image:Air blank.png. If you do not, that NPC is removed from Converse's list.
Teleblock Break 32 Image:Law Rune.PNGImage:Air Rune.PNGImage:Blank1.png
Sorcery
Target a player:
Removes the effects of any teleblock present on target.
Unburden 33 Image:Air blank.pngImage:Air blank.png
Enchantment
Set weight equal to 0 for the next 60 seconds.
Ardougne Teleport 34 Image:Law Rune.PNGImage:Air half.pngImage:Blank2.png
Sorcery
Teleports you to Ardougne.
Emancipate Soul 35 Image:Death Rune.PNGImage:Air Rune.PNGImage:Blank1.png
Sorcery
Target an undead minion (not a main enemy, but a summon):
Destroys target.
Deliverables 36 Image:Blank1.png
Aura
Target an item in your inventory, target a player:
If target player has at least one empty space in inventory, gives item to player instantaneously and without charge. You may pay an additional Image:Air Rune.PNGImage:Air Rune.PNG. If you do, after 60 seconds the item returns to you (or drops on your tile if your inventory is full).
Evasion 37 Image:Air Rune.PNGImage:Air Rune.PNGImage:Blank1.png
Enchantment
Choose from one of the four elements. Reduces damage received from spells of that element by 25% for the next 25 seconds.
Camelot Teleport 38 Image:Law Rune.PNGImage:Air half.pngImage:Blank2.png
Sorcery
Teleports you to Camelot.
Gale 39 Image:Air Rune.PNGImage:Air Rune.PNGImage:Air Rune.PNG
Sorcery
Target an opponent: Normal max damage 0-10
Wind (Double damage versus small targets.)
Knockback 5 (Knocks targets backward up to 5 tiles.)
Brilliance 40 Image:Air blank.pngImage:Blank2.png
Enchantment
Extends your sight radius by 3 tiles for 50 seconds.
Aether Wall
Wall
41 Image:Air Rune.PNGImage:Blank3.png
Summon
Summons a 20-hp wall called Aether Wall around you that follows you around and allows you to attack through it, but takes incoming sources of damage. Aether Wall remains until it is destroyed.
Wall (Blocks attacks and creatures without Ethereal or Shadow)
Watchtower Teleport 42 Image:Law Rune.PNGImage:Air half.pngImage:Blank2.png
Sorcery
Teleports you to Watchtower.
Mind Bomb 43 Image:Chaos Rune.PNGImage:Blank3.png
Enchantment
Target an elemental discipline:
Increases your level in target discipline by 2 for 60 seconds. As an additional cost, one of the rune pouches activated for this spell is at random disabled for the next 60 seconds.
Melodious Voice 44 Image:Air Rune.PNGImage:Air Rune.PNGImage:Blank1.png
Aura
Your next line of public chat becomes any glowing color combinations of your choice.
Deflect 45 Image:Air Rune.PNGImage:Blank1.png
Enchantment
Incoming non-melee attacks have a 50% chance of being deflected onto a random trajectory (and thus hit another target instead of you) for 4 seconds.
Trollheim Teleport 42 Image:Law Rune.PNGImage:Air half.pngImage:Blank2.png
Sorcery
Teleports you to Trollheim.
Dissolution 46 Image:Air Rune.PNGImage:Blank2.png
Sorcery
Removes all movement-hampering effects on you.
Crystal Orb 47 Image:Air Rune.PNGImage:Air Rune.PNGImage:Blank2.png
Enchantment
Target a friend or player:
Replaces your normal view with a view focusing on target for up to 2 minutes. This works even if on a different server.
Confuse 48 Image:Air Rune.PNGImage:Blank2.png
Enchantment
Target an organic enemy:
Target enemy's attack and ranged is reduced by 20% for 30 seconds.
Ape Atoll Teleport 49 Image:Law Rune.PNGImage:Air half.pngImage:Blank2.png
Sorcery
Teleports you to Ape Atoll.
Wind Whip 50 Image:Air Rune.PNGImage:Blank1.png
Enchantment
Target an organic enemy:
Sends target enemy scurrying away in fear for up to 12 seconds. Players can end the wind whip effect by clicking somewhere the moment they notice the spell having its effect.
Mana Graft 51 Image:Air Rune.PNGImage:Water Rune.PNG
Enchantment
Target an activated rune pouch, target a player:
You can no longer use target activated rune pouch for your magic spells, and target player can use target activated rune pouch, for 40 seconds. You may end this effect at any time to return the rune pouch to you.
Flitting Fairy
Fairy
52 Image:Air Rune.PNGImage:Blank5.png
Summon
Summons a 5-hp, 40-second-duration organic creature called Flitting Fairy to fight as an ally.
Flying (Flying creatures can't be intercepted and can't be targeted by creatures without flying.)
Normal max damage 0-6
As long as Flitting Fairy is alive, extends your sight radius by 2 tiles.
Moon Clan Teleport 53 Image:Law Rune.PNGImage:Air half.pngImage:Blank2.png
Sorcery
Teleports you to Moon Clan.
Dust Devil
Phenomenon
54 Image:Air Rune.PNGImage:Earth Rune.PNGImage:Blank2.png
Summon
Target a tile:
Summons a static Dust Devil (ie. miniature whirlwind) in the 3x3 matrix centered on target tile. Any item, enemy, or player in or entering the Dust Devil are tossed around in the air: Items, small or flying creatures for 30 seconds, medium sized for 20 seconds, large sized for 10 seconds. During this time they are removed from the game (cannot attack nor be hit by spells).
Drought 55 Image:Air blank.pngImage:Blank2.png
Enchantment
Target an enemy spellcaster:
One of target's activated water-rune pouches are removed from the game (cannot be used to cast spells) for 20 seconds.
Invisible Weight 56 Image:Air Rune.PNGImage:Blank1.png
Enchantment
Target an enemy:
Drains target of 25% stamina total and, if target is running, of 5 stamina per second for 8 seconds, or until target runs out of stamina. For the rest of the eight seconds, prevents stamina regeneration.
Ourania Teleport 57 Image:Law Rune.PNGImage:Air half.pngImage:Blank2.png
Sorcery
Teleports you to Ourania.
Piety Sap
Fairy
58 Image:Air Rune.PNGImage:Air blank.pngImage:Blank2.png
Summon
Summons a 15-hp, 15-second-duration organic creature called Piety Sap to fight as an ally.
Normal max damage 0-0.
Each attack drains target of 2-3 prayer points.
Flying (Flying creatures can't be intercepted and can't be targeted by creatures without flying.)
Debilitate 59 Image:Earth Rune.PNGImage:Air Rune.PNG
Enchantment
Target an NPC opponent:
Target cannot pursue you farther than 12 tiles away from where target was located when Debilitate was cast.
Teleblock 60 Image:Law Rune.PNGImage:Air Rune.PNGImage:Blank2.png
Enchantment
Target an opponent:
Prevents target from using any teleportation device for 70 seconds.
Backlash 61 Image:Chaos Rune.PNGImage:Air Rune.PNGImage:Blank1.png
Sorcery
Target an enemy spellcaster:
Target chooses from one of the following:
1) (Default) Deals damage to target equal to 3 x the converted rune cost of target's last spell; or
2) Removes, at random, an activated rune pouch used in target's last spell that has the highest converted rune cost.
Rescue 62 Image:Air Rune.PNGImage:Blank3.png
Sorcery
Target a player:
Target may choose whether or not to do the following:
Removes all movement-hampering effects from target. Target loses 5 hp.
Chaotic Swirl 63 Image:Air blank.pngImage:Blank1.png
Enchantment
Fills up to 8 prayer points for 30 seconds if your last use of prayer was via Zamorak.
Mass Teleport 64 Image:Law Rune.PNGImage:Air Rune.PNGImage:Blank3.png
Aura
Next teleportation spell you cast in the next 30 seconds teleports anyone and everyone in any tile adjacent to you along with you to the spell's destination.
Enable 65 Image:Air Rune.PNGImage:Blank2.png
Sorcery
Allows you to use a rune pouch that was formerly disabled by a spell.
Reservation 66 Image:Air blank.pngImage:Blank1.png
Aura
Next prayer you activate in the next 30 seconds expends only 50% prayer points for the first 30 seconds it's activated.
Waterbirth Teleport 67 Image:Law Rune.PNGImage:Air half.pngImage:Blank2.png
Sorcery
Teleports you to Waterbirth.
Ripplesounder
Fairy
68 Image:Air Rune.PNGImage:Water Rune.PNGImage:Blank1.png
Summon
Summons a 10-hp, 20-second-duration organic creature called Ripplesounder to fight as an ally.
Normal max damage 0-3.
Detector (Creatures with Detector can reveal and make vulnerable all creatures with Shadow, and reveal to be fake all creatures with Fake, within 5 tiles of it.)
Flying (Flying creatures can't be intercepted and can't be targeted by creatures without flying.)
Crystal Doll 69 Image:Air blank.pngImage:Blank1.png
Sorcery
Target a player:
Reveals that player's statistics, including levels, hp, prayer points, stamina, and held equipment. Lasts until you close the window, but does not update.
Dream's Call 70 Image:Chaos Rune.PNGImage:Blank4.png
Sorcery
Target a summon, or creature with combat level 50% or more below yours:
Removes target from game (Does not count as a kill, but it is effectively a kill. It can't be regenerated.)
Khazard Teleport 71 Image:Law Rune.PNGImage:Air half.pngImage:Blank2.png
Sorcery
Teleports you to Khazard.
First Among Fey
Fairy
72 Image:Air Rune.PNGImage:Air Rune.PNGImage:Blank6.png
Summon
Summons a 18-hp, 35-second-duration wind creature called First Among Fey to fight as an ally.
Normal max damage 0-6.
All fairy creatures you control have +50% to maximum hp and duration while First Among Fey is alive.
First Strike (First Among Fey attacks before other creatures do so.)
Flying (Flying creatures can't be intercepted and can't be targeted by creatures without flying.)
Swift 73 Image:Air Rune.PNGImage:Blank3.png
Enchantment
Target an allied ranged player:
Target's ranged attacks always hit and attack 10% faster but do 25% less damage on average for the next 45 seconds.
Prismatic Voice 74 Image:Blank half.pngImage:Blank half.pngImage:Blank half.png
Aura
Your next line of public chat becomes prismatic (it changes colors across the spectrum wildly).
Dispell 75 Image:Air Rune.PNGImage:Air Rune.PNGImage:Blank3.png
Sorcery
Target a sorcery spell:
Counter the effects of that spell before they are assessed.
Catherby Teleport 76 Image:Law Rune.PNGImage:Air half.pngImage:Blank2.png
Sorcery
Teleports you to Catherby.
Air Spirit
Elemental
77 Image:Air Rune.PNGImage:Air Rune.PNG
Summon
Summons a 10-hp, 25-second-duration wind creature called Air Spirit to fight as an ally.
Attacks with Buffet but damage is maxed out at 2.
Fury (For every point of damage that Air Spirit deals to an enemy, Air Spirit gains 1 hp and 4 seconds of duration. There is no maximum limit for either value.)
Ethereal (Ethereal creatures can't be blocked except by walls.)
Flying (Flying creatures can't be intercepted and can't be targeted by creatures without flying.)
Rustling Winds 78 Image:Nature Rune.PNGImage:Air Rune.PNG
Aura
For every tree within 10 tiles of you, you gain 3 prayer points if your last prayer used was via Guthix.
Ice Plateau Teleport 79 Image:Law Rune.PNGImage:Air half.pngImage:Blank2.png
Sorcery
Teleports you to Ice Plateau.
Essence Spirit
Elemental
80 Image:Blank4.png
Summon
Summons a 20-hp, 35-second-duration null-type creature called Essence Spirit to fight as an ally.
Normal max damage 0-0.
Upon summoning, target an existing elemental:
Target gains your choice of 1 of the following:
1) Flying (Flying creatures can't be intercepted and can't be targeted by creatures without flying.), or
2) Splash (Creatures with Splash, when intercepted, do 75% damage to intercepting creature and 75% to original target), or
3) Shadow (Creatures with Shadow can only be visible or attacked if a creature with Detector is within 5 tiles of it).
The effect stays with target creature until either it or Essence Spirit is destroyed.
Expurge 81 Image:Air blank.pngImage:Air blank.png
Sorcery
Target a rune pouch with no more than 10 runes in your inventory:
After 150 seconds, converts those runes into essence runes.
Cooldown 45 (This spell can't be used again for 45 seconds.)
Team Teleport 82 Image:Law Rune.PNGImage:Air Rune.PNGImage:Blank4.png
Aura
Next teleportation spell you cast in the next 30 seconds teleports anyone and everyone in your clan to the spell's destination.
Typeset 83 Image:Air blank.pngImage:Air blank.png
Enchantment
Target a spell from your spellbook:
Change the type of target spell to your choice of
1) sorcery, 2) enchantment, 3) aura, or 4) summon, for 60 seconds.
Animated 2-H
Artifact
84 Image:Air Rune.PNGImage:Air Rune.PNGImage:Blank3.png
Summon
Target a 2h sword in your inventory:
Target leaves your inventory and joins you in combat as an ally called Animated 2-H for the next 40 seconds, then dissipates.
Attacks at the same rate as the 2h sword; damage equal to 2h's damage bonus.
Damage counts as melee.
Exclusion 85 Image:Chaos Rune.PNGImage:Air Rune.PNGImage:Blank2.png
Aura
Next teleportation spell you cast in the next 30 seconds teleports others, but does not teleport you. Synergizes with other teleport auras.
Faith Conversion 86 Image:Air Rune.PNGImage:Blank1.png
Sorcery
Target a prayer discipline:
Converts up to 25% of your prayer point max for target discipline and converts at a 67% ratio into prayer points in the discipline of your last used prayer.
Shockwave 87 Image:Death Rune.PNGImage:Air Rune.PNGImage:Blank2.png
Sorcery
Against all enemies within 8 tiles of you, Shockwave causes normal max damage 0-15.
Wind (Double damage versus small targets.)
Radial Knockback 4 (Knocks targets backward up to 4 tiles in directions away from you.)
Ethereal (Ethereal attacks can't be blocked except by walls.)
Hallucination
Changeling
88 Image:Chaos Rune.PNGImage:Air Rune.PNGImage:Air Rune.PNGImage:Blank4.png
Summon
Target self or player:
Creates a changeling called Hallucination on the same tile as target that appears, to everyone except you and/or target, to be the exact same individual, with all the stats, abilities, and apparent equipment of target.
Hallucination has "Fake (Fake creatures can be identified to be fake when within 5 tiles of a creature with Detector.)".
Hallucination can be unsummoned at any time.
Hallucination normally does no damage, magic or otherwise.
While Hallucination is in play, all rune pouches used in its casting are locked (They can't be modified, nor used for any other spell for the duration of the lock).
Recall 89 Image:Law Rune.PNGImage:Law Rune.PNGImage:Air Rune.PNGImage:Blank2.png
Sorcery
Target a friend:
Teleports target to a tile within 2 tiles of where you are when you cast Recall.
Crystal Record 90 Image:Air Rune.PNGImage:Blank half.png
Sorcery
Target a friend:
Allows you to see everything target did in the past 10 minutes, with options for fast forwarding, rewinding, and pausing. (The ultimate in abuse reporting.)
Energize 90 Image:Air Rune.PNGImage:Air blank.pngImage:Blank1.png
Enchantment
Keeps you running for 60 seconds even after you have run out of stamina.
Acuity 90 Image:Air Rune.PNGImage:Blank5.png
Enchantment
Target an allied summon:
Increases target's chance to hit by 15%.
Target a player:
Increases target's attack, ranged, and all magic skills by 4 (not allowing new abilities, however) for 30 seconds.
Preserve Faith 91 Image:Air Rune.PNGImage:Blank1.png
Enchantment
Target self or a player:
Target's prayers do not drain prayer points (with exceptions) for the next 15 seconds.
Communicability 92 Image:Nature Rune.PNGImage:Air Rune.PNGImage:Blank2.png
Sorcery
Target a player, target another player:
Transfers all buffs you have given to first target, to second target.
Capacity 93 Image:Air Rune.PNGImage:Blank1.png
Enchantment
Increases your inventory by 2 runic pouch slots for 180 seconds.
Storm Winds 94 Image:Air Rune.PNGImage:Air Rune.PNGImage:Air Rune.PNGImage:Blank1.png
Enchantment
Target a 20-degree, 8-9-tiles-range sector away from self:
Storm Winds causes 4 waves of wind attacks going from you through the entire sector. The waves are 5 seconds apart. Each wave causes "All enemies and allies in sector take normal max damage 0-8".
Wind (Double damage versus small targets.)
Knockback 3 (Knocks targets backward up to 3 tiles.) per wave.
Replicate
Changeling
95 Image:Air Rune.PNGImage:Blank1.png
Summon
Target self, player, or enemy:
Creates a changeling called Replicate on the same tile as target that appears, to everyone except you and/or target, to be the exact same individual, with all the stats, abilities, and apparent equipment of target.
Replicate has "Fake (Fake creatures can be identified to be fake when within 5 tiles of a creature with Detector.)".
Replicate can be unsummoned at any time.
If Replicate's target changes form, Replicate changes to match it.
While Replicate is in play, all rune pouches used in its casting are locked (They can't be modified, nor used for any other spell for the duration of the lock).
Levitate 96 Image:Law Rune.PNGImage:Air Rune.PNGImage:Air Rune.PNGImage:Air Rune.PNG
Enchantment
Allows you to fly over walls in the overworld (ie. not in buildings, dungeons, caves, etc.) for 20 seconds.
You temporarily get Flying (Flying creatures can't be intercepted and can't be targeted by creatures without flying.) for those 20 seconds.
You can end Levitate at any time.
Stormbrewer
Elemental
97 Image:Air Rune.PNGImage:Water Rune.PNGImage:Blank1.png
Summon
Summons a 16-hp, 30-second-duration wind creature called Stormbrewer to fight as an ally.
Normal max damage 0-8.
Tap: (Every attack cycle, you may opt to skip this creature's attack. If you do:) Stormbrewer acts as an activated water-rune pouch for that cycle (roughly 4 seconds).
Crest
Fairy
98 Image:Air Rune.PNGImage:Blank1.png
Summon
Summons a 10-hp, 20-second-duration organic creature called Crest to fight as an ally.
Normal max damage 0-5.
Tap: (Every attack cycle, you may opt to skip this creature's attack. If you do:) Target a summon.
Crest removes up to 3 points from each source of damage that would have been directed to target summon over the next attack cycle (roughly 4 seconds).
Flying (Flying creatures can't be intercepted and can't be targeted by creatures without flying.)
Aether Erudite
Fairy + Elemental
99 Image:Air Rune.PNGImage:Blank6.png
Summon
Summons a 18-hp, 40-second-duration wind creature called Aether Erudite to fight as an ally.
Normal max damage 0-9.
Upon summoning Aether Erudite, target a summon or creature:
If target has Flying, it loses Flying (Flying creatures can't be intercepted and can't be targeted by creatures without flying.); if target did not have Ethereal, it gains Ethereal (Ethereal attacks can't be blocked except by walls.)
Flying (Flying creatures can't be intercepted and can't be targeted by creatures without flying.)

[edit] Magic v. 1

[edit] New Magic System

There are three independent prayer meters, one for each of the main gods of Runescape. In the table below, those abilities that require prayer points from a particular god will have their prayer-drain-per-second listed underneath that god's name. Those that cannot be activated by a particular god will have "N/P" listed. Certain prayers will be more prayer-point-efficient being used through certain gods than through others.

The transmutation section is now separated from the magic skill.

There are three independent ability sets (Elemental, Ancient, and Lunar). At any one time only one of these sets' abilities can be used; players must go to the Ancient and Lunar altars to switch to them or to switch back to the elemental set. There are also several other abilities that do not have staff/activation requirements. The table below lists what staff must be wielded to cast a spell.

The Elemental ability set requires the use of either a magic staff (Image:Magic_staff.PNG) or one of the elemental staves (which reduce rune requirements like in RS2) (Image:Air_staff.PNG, Image:Water_staff.PNG, Image:Earth_staff.PNG, or Image:Fire_staff.PNG). The table below lists exactly which staff type must be used. All magic staff skills can be used by those wielding any elemental staff, but the converse is not true. This ability set is focused on elemental attacks and summoning.

The Ancient ability set requires the use of an ancient staff (Image:Ancient_staff.png). There are several varieties of ancient staves, but they all give access to the entire Ancient ability set. This ability set is focused on unusual spells and arcane attacks.

The Lunar ability set requires the use of a lunar staff (Image:Lunar_staff.png). There are several varieties of lunar staves, but they all give access to the entire Lunar ability set. This ability set is focused on support spells.

Other spells require the use of a god staff. They are saradomin staff (Image:Saradomin staff.png), guthix staff (Image:Guthix staff.png), and zamorak staff (Image:Zamorak staff.png).

These are the runes: Image:Air Rune.PNG